Wednesday, July 18, 2007

Plug-in Concepts

n FxPlug plug-in is a type of ProPlug, which in turn is a flavor of
CFBundle. ProPlug is a generalized Apple architecture for writing
plug-ins that can interact with a host application and extend its
functionality.

When a plug-in needs to access host application
functionality—such as requesting video stream
information—it uses methods in a host API. A host API is an
object, provided by the host application, that implements methods that
can be called by a plug-in. It is analogous to a callback suite in
other plug-in architectures, but is implemented as an Objective-C
protocol. For more information about protocols, see the Objective-C
Programming Language documentation section“Protocols—Declaring Interfaces for Others to Implement”.


For example, the FxPlug SDK defines host protocols that include
methods for requesting layer information, converting between canvas and
object coordinate spaces, building a list of plug-in parameters,
getting and setting parameter values, and evaluating input images at
arbitrary times. Not all hosts are guaranteed to support all host-API
protocols specified in FxPlug, so a plug-in must request the host API
object before invoking its methods.






In this section:









SDK Headers








Types of Plug-ins










SDK Headers


The principal header for the FxPlug SDK is FxPlugSDK.h, which is located in /Library/Frameworks/FxPlug/FxPlugSDK.h.
It imports all of the other FxPlug headers. The comments in the header
files generate the reference documentation for the FxPlug SDK.

Types of Plug-ins

You
can write three types of plug-ins with the FxPlug SDK: video filters,
video generators, and video transitions. A filter operates on an input
video image to produce an output video image. A generator does not
require an input image. A transition combines two input video images to
yield an output video image. In each case, the video images may be
traditional RAM-based bitmaps or hardware-accelerated OpenGL buffers. A
single plug-in can support either software rendering or hardware
rendering, or both. Implementing a software path is always recommended
to provide compatibility with older machines that may not have
Quartz-Extreme-compatible video hardware.




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